Grove: Difference between revisions

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The Grove is a faction found deep in the Murmurwoods and is home to the Warden and Druid heroes. Populated by magical creatures and elemental embodiments, they specialize in empowering themselves via in-combat abilities and amplifying the capabilities of the hero that commands them.
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==Native Terrain==
==Heroes==
Moreso than any other faction, the Grove specializes in heroes who are effective at combat magic. 7 of their 18 total heroes start off with access to a masterful spell, and it is fairly straightforward to boost their spellpower and knowledge via buildings, faction laws, and temporary in-combat abilities. However, they are also the only faction that does not have any heroes that specialize in particular schools of magic.
Might hero: Warden
Chance to gain Attack on level up (1-24): 35%
Chance to gain Defense on level up (1-24): 35%
Chance to gain Spellpower on level up (1-24): 15%
Chance to gain Knowledge on level up (1-24): 15%
Might hero: Druid
Chance to gain Attack on level up (1-24): 15%
Chance to gain Defense on level up (1-24): 15%


==Faction==
Chance to gain Spellpower on level up (1-24): 35%
Chance to gain Knowledge on level up (1-24): 35%


Grove heroes start out with the [[Murmuring]] skill. This is a faction-specific skill that enables you to begin battles with [[Focus|Focus Charges]], allowing you to begin using your creatures' abilities from the start of the battle. This synergizes with Grove units, as almost all of them have some sort of activated ability they can use in combat. Four of their creatures in fact are embodiments of the elements, and have "upgraded" versions of themselves they can turn into which often will grant them increased stats and access to new abilities. Additionally, These embodiments are completely immune to certain spells of that element.


Other creatures in the Grove faction have abilities that support their hero, allowing creatures to recharge the hero's mana, temporarily improve spellpower, or replenish [[Focus|Focus Charges]].
==Faction Skill==


Grove heroes start out with the [[Murmuring]] skill. This is a faction-specific skill that enables you to begin battles with [[Focus|Focus Charges]], allowing you to begin using your creature and hero abilities right away. This synergizes well with Grove units, as almost all of them have some sort of activated ability they can use in combat to either empower themselves or boost the attributes of their commanding hero.


==Army==
Grove starts out with a ranged attacker in their tier-I creature, the [[Faun]].


==Heroes==
==Faction Laws==
Out of all the factions, the Grove contains the most heroes with access to Masterful versions of spells (these are special versions spells that have exclusive effects, and are normally only known by a single hero). Combined with a subskill of [[Murmuring]] that boosts maximum mana, as well as early faction laws increasing the knowledge of all of their heroes, it is quite easy for a Grove player to build an effective spellcaster within the first week of the game. This comes at a cost, however, as the Grove does not have access to any heroes with specialty in a particular school of magic, which means they can potentially be locked out of casting specific schools of magic depending on what kind of enemy heroes they are facing.




==Early Town Priorities==
Overview of the kinds of effects this factions' laws will have / are good at




==Town Buildings, Build Orders==


==Law Priorities==
Critical resource: Crystals
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Latest revision as of 15:51, 14 May 2026

The content below needs to be updated as it may not accurately represent what's currently in-game.


The Grove is a faction found deep in the Murmurwoods and is home to the Warden and Druid heroes. Populated by magical creatures and elemental embodiments, they specialize in empowering themselves via in-combat abilities and amplifying the capabilities of the hero that commands them.